class Matrix4 {
    private _value: number[];

    constructor(value?: number[]) {
        this._value = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];

        if (value) {
            for (let i = 0; i < value.length; i += 1) {
                this._value[i] = value[i];
            }
        }
    }

    setIdentity() {
        const e = this._value;
        e[0] = 1; e[4] = 0; e[8] = 0; e[12] = 0;
        e[1] = 0; e[5] = 1; e[9] = 0; e[13] = 0;
        e[2] = 0; e[6] = 0; e[10] = 1; e[14] = 0;
        e[3] = 0; e[7] = 0; e[11] = 0; e[15] = 1;
        return this;
    }

    multiply(other: Matrix4) {
        let i, b, ai0, ai1, ai2, ai3;
        const e = this._value;
        const a = this._value;
        b = other._value;

        if (e === b) {
            b = [];
            for (i = 0; i < 16; ++i) {
                b[i] = e[i];
            }
        }

        for (i = 0; i < 4; i++) {
            ai0 = a[i]; ai1 = a[i + 4]; ai2 = a[i + 8]; ai3 = a[i + 12];
            e[i] = ai0 * b[0] + ai1 * b[1] + ai2 * b[2] + ai3 * b[3];
            e[i + 4] = ai0 * b[4] + ai1 * b[5] + ai2 * b[6] + ai3 * b[7];
            e[i + 8] = ai0 * b[8] + ai1 * b[9] + ai2 * b[10] + ai3 * b[11];
            e[i + 12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15];
        }

        return this;
    }

    transpose() {
        let t;

        const e = this._value;

        t = e[1]; e[1] = e[4]; e[4] = t;
        t = e[2]; e[2] = e[8]; e[8] = t;
        t = e[3]; e[3] = e[12]; e[12] = t;
        t = e[6]; e[6] = e[9]; e[9] = t;
        t = e[7]; e[7] = e[13]; e[13] = t;
        t = e[11]; e[11] = e[14]; e[14] = t;

        return this;
    }

    invert() {
        let i, det;

        const s = this._value;
        const d = this._value;
        const inv = [];

        inv[0] = s[5] * s[10] * s[15] - s[5] * s[11] * s[14] - s[9] * s[6] * s[15]
            + s[9] * s[7] * s[14] + s[13] * s[6] * s[11] - s[13] * s[7] * s[10];
        inv[4] = -s[4] * s[10] * s[15] + s[4] * s[11] * s[14] + s[8] * s[6] * s[15]
            - s[8] * s[7] * s[14] - s[12] * s[6] * s[11] + s[12] * s[7] * s[10];
        inv[8] = s[4] * s[9] * s[15] - s[4] * s[11] * s[13] - s[8] * s[5] * s[15]
            + s[8] * s[7] * s[13] + s[12] * s[5] * s[11] - s[12] * s[7] * s[9];
        inv[12] = -s[4] * s[9] * s[14] + s[4] * s[10] * s[13] + s[8] * s[5] * s[14]
            - s[8] * s[6] * s[13] - s[12] * s[5] * s[10] + s[12] * s[6] * s[9];

        inv[1] = -s[1] * s[10] * s[15] + s[1] * s[11] * s[14] + s[9] * s[2] * s[15]
            - s[9] * s[3] * s[14] - s[13] * s[2] * s[11] + s[13] * s[3] * s[10];
        inv[5] = s[0] * s[10] * s[15] - s[0] * s[11] * s[14] - s[8] * s[2] * s[15]
            + s[8] * s[3] * s[14] + s[12] * s[2] * s[11] - s[12] * s[3] * s[10];
        inv[9] = -s[0] * s[9] * s[15] + s[0] * s[11] * s[13] + s[8] * s[1] * s[15]
            - s[8] * s[3] * s[13] - s[12] * s[1] * s[11] + s[12] * s[3] * s[9];
        inv[13] = s[0] * s[9] * s[14] - s[0] * s[10] * s[13] - s[8] * s[1] * s[14]
            + s[8] * s[2] * s[13] + s[12] * s[1] * s[10] - s[12] * s[2] * s[9];

        inv[2] = s[1] * s[6] * s[15] - s[1] * s[7] * s[14] - s[5] * s[2] * s[15]
            + s[5] * s[3] * s[14] + s[13] * s[2] * s[7] - s[13] * s[3] * s[6];
        inv[6] = -s[0] * s[6] * s[15] + s[0] * s[7] * s[14] + s[4] * s[2] * s[15]
            - s[4] * s[3] * s[14] - s[12] * s[2] * s[7] + s[12] * s[3] * s[6];
        inv[10] = s[0] * s[5] * s[15] - s[0] * s[7] * s[13] - s[4] * s[1] * s[15]
            + s[4] * s[3] * s[13] + s[12] * s[1] * s[7] - s[12] * s[3] * s[5];
        inv[14] = -s[0] * s[5] * s[14] + s[0] * s[6] * s[13] + s[4] * s[1] * s[14]
            - s[4] * s[2] * s[13] - s[12] * s[1] * s[6] + s[12] * s[2] * s[5];

        inv[3] = -s[1] * s[6] * s[11] + s[1] * s[7] * s[10] + s[5] * s[2] * s[11]
            - s[5] * s[3] * s[10] - s[9] * s[2] * s[7] + s[9] * s[3] * s[6];
        inv[7] = s[0] * s[6] * s[11] - s[0] * s[7] * s[10] - s[4] * s[2] * s[11]
            + s[4] * s[3] * s[10] + s[8] * s[2] * s[7] - s[8] * s[3] * s[6];
        inv[11] = -s[0] * s[5] * s[11] + s[0] * s[7] * s[9] + s[4] * s[1] * s[11]
            - s[4] * s[3] * s[9] - s[8] * s[1] * s[7] + s[8] * s[3] * s[5];
        inv[15] = s[0] * s[5] * s[10] - s[0] * s[6] * s[9] - s[4] * s[1] * s[10]
            + s[4] * s[2] * s[9] + s[8] * s[1] * s[6] - s[8] * s[2] * s[5];

        det = s[0] * inv[0] + s[1] * inv[4] + s[2] * inv[8] + s[3] * inv[12];
        if (det === 0) {
            return this;
        }

        det = 1 / det;
        for (i = 0; i < 16; i++) {
            d[i] = inv[i] * det;
        }

        return this;
    }

    setOrtho(left: number, right: number, bottom: number, top: number, near: number, far: number) {
        if (left === right || bottom === top || near === far) {
            throw new Error('null frustum');
        }

        const rw = 1 / (right - left);
        const rh = 1 / (top - bottom);
        const rd = 1 / (far - near);

        const e = this._value;

        e[0] = 2 * rw;
        e[1] = 0;
        e[2] = 0;
        e[3] = 0;

        e[4] = 0;
        e[5] = 2 * rh;
        e[6] = 0;
        e[7] = 0;

        e[8] = 0;
        e[9] = 0;
        e[10] = -2 * rd;
        e[11] = 0;

        e[12] = -(right + left) * rw;
        e[13] = -(top + bottom) * rh;
        e[14] = -(far + near) * rd;
        e[15] = 1;

        return this;
    }

    setFrustum(left: number, right: number, bottom: number, top: number, near: number, far: number) {
        if (left === right || top === bottom || near === far) {
            throw new Error('null frustum');
        }
        if (near <= 0) {
            throw new Error('near <= 0');
        }
        if (far <= 0) {
            throw new Error('far <= 0');
        }

        const rw = 1 / (right - left);
        const rh = 1 / (top - bottom);
        const rd = 1 / (far - near);

        const e = this._value;

        e[0] = 2 * near * rw;
        e[1] = 0;
        e[2] = 0;
        e[3] = 0;

        e[4] = 0;
        e[5] = 2 * near * rh;
        e[6] = 0;
        e[7] = 0;

        e[8] = (right + left) * rw;
        e[9] = (top + bottom) * rh;
        e[10] = -(far + near) * rd;
        e[11] = -1;

        e[12] = 0;
        e[13] = 0;
        e[14] = -2 * near * far * rd;
        e[15] = 0;

        return this;
    }

    setPerspective(fovy: number, aspect: number, near: number, far: number) {
        if (near === far || aspect === 0) {
            throw new Error('null frustum');
        }
        if (near <= 0) {
            throw new Error('near <= 0');
        }
        if (far <= 0) {
            throw new Error('far <= 0');
        }

        fovy = Math.PI * fovy / 180 / 2;
        const s = Math.sin(fovy);
        if (s === 0) {
            throw new Error('null frustum');
        }

        const rd = 1 / (far - near);
        const ct = Math.cos(fovy) / s;

        const e = this._value;

        e[0] = ct / aspect;
        e[1] = 0;
        e[2] = 0;
        e[3] = 0;

        e[4] = 0;
        e[5] = ct;
        e[6] = 0;
        e[7] = 0;

        e[8] = 0;
        e[9] = 0;
        e[10] = -(far + near) * rd;
        e[11] = -1;

        e[12] = 0;
        e[13] = 0;
        e[14] = -2 * near * far * rd;
        e[15] = 0;

        return this;
    }

    scale(x: number, y: number, z: number) {
        const e = this._value;
        e[0] *= x; e[4] *= y; e[8] *= z;
        e[1] *= x; e[5] *= y; e[9] *= z;
        e[2] *= x; e[6] *= y; e[10] *= z;
        e[3] *= x; e[7] *= y; e[11] *= z;
        return this;
    }

    translate(x: number, y: number, z: number) {
        const e = this._value;
        e[12] += e[0] * x + e[4] * y + e[8] * z;
        e[13] += e[1] * x + e[5] * y + e[9] * z;
        e[14] += e[2] * x + e[6] * y + e[10] * z;
        e[15] += e[3] * x + e[7] * y + e[11] * z;
        return this;
    }

    rotate(angle: number, x: number, y: number, z: number) {
        let len = Math.sqrt(x ** 2 + y ** 2 + z ** 2);
        if (len === 0) return this;
        const rad = angle / 180 * Math.PI;
        const a = this._value;

        // let a00, a01, a02, a03;
        // let a10, a11, a12, a13;
        // let a20, a21, a22, a23;
        // let b00, b01, b02;
        // let b10, b11, b12;
        // let b20, b21, b22;

        len = 1 / len;
        x *= len;
        y *= len;
        z *= len;

        const s = Math.sin(rad);
        const c = Math.cos(rad);
        const t = 1 - c;

        const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
        const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
        const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];

        // Construct the elements of the rotation matrix
        const b00 = x * x * t + c, b01 = y * x * t + z * s, b02 = z * x * t - y * s;
        const b10 = x * y * t - z * s, b11 = y * y * t + c, b12 = z * y * t + x * s;
        const b20 = x * z * t + y * s, b21 = y * z * t - x * s, b22 = z * z * t + c;

        // Perform rotation-specific matrix multiplication
        a[0] = a00 * b00 + a10 * b01 + a20 * b02;
        a[1] = a01 * b00 + a11 * b01 + a21 * b02;
        a[2] = a02 * b00 + a12 * b01 + a22 * b02;
        a[3] = a03 * b00 + a13 * b01 + a23 * b02;
        a[4] = a00 * b10 + a10 * b11 + a20 * b12;
        a[5] = a01 * b10 + a11 * b11 + a21 * b12;
        a[6] = a02 * b10 + a12 * b11 + a22 * b12;
        a[7] = a03 * b10 + a13 * b11 + a23 * b12;
        a[8] = a00 * b20 + a10 * b21 + a20 * b22;
        a[9] = a01 * b20 + a11 * b21 + a21 * b22;
        a[10] = a02 * b20 + a12 * b21 + a22 * b22;
        a[11] = a03 * b20 + a13 * b21 + a23 * b22;

        return this;
    }

    setLookAt(eye: number[], center: number[], up: number[]) {
        if (eye.length !== 3 || center.length !== 3 || up.length !== 3) {
            console.error('数据格式错误');
            return this;
        }

        const [eyeX, eyeY, eyeZ] = eye;
        const [centerX, centerY, centerZ] = center;
        const [upX, upY, upZ] = up;
        let fx, fy, fz, sx, sy, sz;

        fx = centerX - eyeX;
        fy = centerY - eyeY;
        fz = centerZ - eyeZ;

        // Normalize f.
        const rlf = 1 / Math.sqrt(fx * fx + fy * fy + fz * fz);
        fx *= rlf;
        fy *= rlf;
        fz *= rlf;

        // Calculate cross product of f and up.
        sx = fy * upZ - fz * upY;
        sy = fz * upX - fx * upZ;
        sz = fx * upY - fy * upX;

        // Normalize s.
        const rls = 1 / Math.sqrt(sx * sx + sy * sy + sz * sz);
        sx *= rls;
        sy *= rls;
        sz *= rls;

        // Calculate cross product of s and f.
        const ux = sy * fz - sz * fy;
        const uy = sz * fx - sx * fz;
        const uz = sx * fy - sy * fx;

        // Set to this.
        const e = this._value;
        e[0] = sx;
        e[1] = ux;
        e[2] = -fx;
        e[3] = 0;

        e[4] = sy;
        e[5] = uy;
        e[6] = -fy;
        e[7] = 0;

        e[8] = sz;
        e[9] = uz;
        e[10] = -fz;
        e[11] = 0;

        e[12] = 0;
        e[13] = 0;
        e[14] = 0;
        e[15] = 1;

        // Translate.
        this.translate(-eyeX, -eyeY, -eyeZ);

        return this;
    }

    dropShadow(plane: number[], light: number[]) {
        const mat = new Matrix4();
        const e = mat._value;
        const dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3];

        e[0] = dot - light[0] * plane[0];
        e[1] = -light[1] * plane[0];
        e[2] = -light[2] * plane[0];
        e[3] = -light[3] * plane[0];

        e[4] = -light[0] * plane[1];
        e[5] = dot - light[1] * plane[1];
        e[6] = -light[2] * plane[1];
        e[7] = -light[3] * plane[1];

        e[8] = -light[0] * plane[2];
        e[9] = -light[1] * plane[2];
        e[10] = dot - light[2] * plane[2];
        e[11] = -light[3] * plane[2];

        e[12] = -light[0] * plane[3];
        e[13] = -light[1] * plane[3];
        e[14] = -light[2] * plane[3];
        e[15] = dot - light[3] * plane[3];

        return this.multiply(mat);
    }

    getValue() {
        return this._value;
    }

    clone() {
        return new Matrix4(this._value);
    }
}

export default Matrix4;
